View Full Version : Auto crew efficiancy
Frame57
06-13-08, 11:31 PM
I know there are former Submariner's here who play the game. I have a question for you. I was on two 637 class boats in the 70's and 80's. We would have no problem picking up contacts miles away. So, in the game I am using the Sturgeon and my sorry crew cannot pick up a November class up at even one NMi. This is ridiculous. Did the guys who modeled the 637's actually put a functional BQQ-5 in the game or not? Or is there a way to improve the remedial crew's performance? At this point I would be better off using paper cups on the hull than what this Sturgeon class is doing currently. :nope:
Ultraboy
06-14-08, 02:40 AM
Ok, guess you figured SCU out so I didn't really need to post in your other thread. :)
As for the autocrew... I don't really use it, but assuming you're talking about the sonar autocrew, can YOU go to the station and pick up the contact? Is this a problem with the autocrew or the boat? More info is needed here to tell what is actually wrong. My experience is if there's anything more than a faint black line in narrowband the autocrew generally catches it. The auto-TMA is a different story but if the autocrew does both of those then there's really not much game left to play.
As far as there actually being a problem with the boat/mod, I doubt it. I've played both 637-types using SCU without any obvious problems, and the current version of SCX/SCU has been around for many years, and to my knowledge this hasn't been an issue before.
-UB
Frame57
06-14-08, 12:05 PM
Thanks UB. Yep i finally figured out SCU. I replayed the scenario and discovered that that the auto crew does not pick anything up on the sphere array unless the towed array is deployed. I am experimenting with it right now with both surface vessels as well as submerged. No matter how close I get to a contact they do not report it. For me the fun is about the hunt and being able to enjoy a dependable crew. I like the concept of being a virtual CO and not a sonar tech, that is not what CO's do. But I understand that the game is built around sonar and basically no other real tactical simulation for submariners, which I hope someday someone will:up: design, but until then, I have to improvise.
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